Tin Golem

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Organized Play Member. 48 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.




So, I can't find an answer to this question:

Can you take an Oracle as my Squire, with the feat from Inner Sea Knights? The only requirement seems to be that the class is required to have a class feature that grants proficiency in all martial weapons.

The Battle Mystery has such a feature, and therefore so does the class.

Am I required to SELECT the feature? Or is the fact that it is part of the class sufficient?


Granted, RAW is no to 2 concurrent Polymorph effects, but nowhere in Animal Focus does it specify that it is a polymorph effect.

Now my question is this: Can a Feral Shifter Druid Wildshape into a bear and use animal focus after to gain the aspect of Owl? (Kind of Owlbear idea)


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Ok, so I don't know if this has been covered somewhere but I can't find it so I'll ask it: Can I TWF with a longsword and Light Shield but still get the ac bonus from the Defending trait on my enchanted gauntlet?

I can not find where the weapon (gauntlet) must be being used as a weapon for this to work.

By the same token, what about a 19th lv thunderstriker weilding a Bastard Sword, Buckler and enchanted gauntlet?


So, just thinking of odd ways to mess with mechanics, but can anyone think of a good reason not to weld a Ring gate to the mouth of a cannon, or sovereign glue one to the business end of a Ballista? Have the other fixed to a shield and you have a mobile siege weapon... Probably only good for one range increment, but still a sight to behold.


Just threw this together for fun a few days back as a continuation of the Dragon Disciple power creep for really high levels. Shout out your thoughts. Looking for all talkers. Please just give me a reason why you think what you do. Thanks in advance.
~~~~~~~~~~~~~~~~~~~~~~~~
Half-Blood Dragon

CR: Same as the base creature + 1. (Costs 1 Level of advancement)

Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.

Armor Class: Nat. armor improves by +1.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon. Claws and Wings from Draconic Bloodline become permanently activated.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well.

Special Abilities: A half-dragon retains all the special attacks of the base creature.

Abilities: Increase from the base creature as follows: Str +2, Con +2, Cha +2.


Ok, so I've searched the boards for a while and have been unable to come up with an answer to a question: What is the over all purpose of horses and ponies having the endurance feat?

Granted, the feat gives a bonus to saves against nonleathal damage from forced marches. However, under PRD Additional Rules it states:

PRD wrote:
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

Emphasis mine.

So, not only does the Feat not deal with Lethal Damage from a forced march, but the feat is also is bypassed by this specific rule by having the saves it WOULD get a bonus on auto-failing.

Any thoughts?


I'm looking for a poison, drug or other means that either numbs a target to pain or otherwise makes it indifferent to physical trauma. More specifically I'm looking for a way that a good aligned character might use a Soulbound Eye and not see it as an evil act because of the pain it causes the recipient.


So, I know there's going to be some nay-sayers, but I'm willing to risk it.

Draconic Sorcerer 5 / Dragon Disciple 10 wants to leave his human blood behind, what kind of limitations or tax would you put on wanting to adapt the Half-Blood Extraction spell to complete the transformation that's been going on since LV6?

Would you say loose 1 LV advancement to have to take Half-Dragon Template until LV 20? Would you even allow it?

Yes or no, Why. I need valid reasons other than it's "OP" or "Stupid" It's really more RP than Munchkin.


On an off chance, I decided to try and create a Pathfinder version of Vivi... but... I have run into a few instances where it is asserted on these boards that constructs can't gain HP through class levels because they are not organic. I have been unable to find any rule in the PRD that substantiates this.

The Soulbound Doll is a classic example of exactly what I would like to attempt to make, namely a second-gen Medium Soulbound Doll with Sorc Levels, but if there is no way to advance it's HP there seems little point to the exercise.

Any thoughts as to where the notion came form or ways around this if it is indeed Pathfinder-impossible?

Rules only please, not interested in House-rule solutions.


So I was looking into "New Character Options" as a failsafe against my current character dieing and I stumbled upon the MoFW. At LV12 he gets "Slow Time" which means he can spend 6 Ki Points to gain 3 Standard actions in one round. I thought back to my musings on Vital Strike and lo-and-behold it only says Attack Actions which are types of Standard Actions.

So at LV 15 with Ki to burn and Improved Vital Strike, a Mofw could move 80', spend 6 Ki and do 3 attacks at BAB +11 for 6d6+3d6(Energy); OR 6d10 if using a Monks Robe. That's a damage spread of 9-54 per attack or 27-162 per round and only deducting DR/Hardness three times.

Am I missing something here? That sounds like a whole lot of damage in one round + moving, & if you've got WIS 20 then you could do that twice per day. (as your Ki Pool would be 12).


Ok, so, not sure if this question belongs in Rules or advice, so I'm putting it here. If the PC with the Animal Companion/Special or Bonded mount dies and for some reason the critter companion lives, what happens to it?

Rules wise I can see the argument about it devolving back to it's original base creature (at least for Druid & Paladin) but what about non-magic based classes with similar critters that have become Uber-Critter because of association with heroic deeds? (my definition as to why Cavaliers mounts get better)


Ok, my question is simple, at least I think so, but the answer might not be... Devastating strike adds +2 to +6 damage (dependent on Vital Strike tree progress), but where is it added? it says the bonus is multiplied on a crit, but the base Dice that the bonus is related to are not.

Should a basic VS+DS charge Lance crit look like this: (1d8+STR+DevS)x4+1d8

or this: (1d8+STR)x4+1d8+(DevSx3)?


OK, basic premise: There are going to be 2 Dragons that our group will have to deal with... one is already dead, I was thinking of paying our Cleric to raise the silver dragon (if we stay alive long enough to be able to do it); and the other is very much alive.

Is there a way to increase the size of our potential Draconic Ally with Magic for when we go head to head with the BBEG one we will eventually be facing down?

Our GM might not be on board for this idea, but I'd like to have something to show him that makes sense to help our cause.

Would Enlarge Person work? How about Animal Growth? Polymorph?

Any Ideas would be great.

Alternately, is there a way to reduce the size of our opponent so that we'll be dealing with a "weaker" version? (Spell Resistance aside)


OK, so I was looking at the Greater Energy Resistance quality for Armor and the rings of resist Energy as well and lamenting the high cost when I thought back to my perusing of the Crafting Magic Items section.

The applicable parts for my question are:
Command word Spell level x caster level x 1,800 gp
Charges per day Divide by (5 divided by charges per day)
Multiple different abilities Multiply lower item cost by 1.5

So, my question is this:
Wouldn't a better/more cost effective way to get this spell be to add a command word version of Resist Energy (at the level you need it) with one or two charges per day to make it INFINITELY cheaper?

By my math it goes: (SLV 2 x CL 12 x 1800) / (5/1) x 1.5 = 12,960gp to add a 2hr 30 point Energy Resistance of any type to any Slotted Item. Two Charges would be only 25,920gp for 4hrs total.

I'd appreciate some feed back on my math for this. I seems kind of odd that you'd get such a definitive discount given how short most battles and dungeon-crawls are.

As an aside, Protection from Energy would be a similar idea at (3 x 10 x 1800) / (5 or 2.5) x 1.5 = 16,200gp or 32,400gp for 100 min or 200 min respectively.

Thanks in advance for the feedback.


Ok, so I'm trying to get ahead of the curve and looking at what I can do for my Cavalier in a Kingmaker PF game once his Horse dies (natural or combat causes).

I was looking at the Large Cat option under the Druid Animal Companion section and was wondering how Spiked Barding would factor into a 7th level Tiger's Grab action.

Relevant 7th LV Stats = STR 23(+6), BAB +4, Large(-1 ATK, +1 CMB)

Please correct em if I'm wrong, but Grab means that he/she can attack with Bite (+9 ATK Melee, 1d8+6 Damage) and start grapple as a free action (+11 CMB +4 Grab bonus = +15).

Rake states that it grants 2 free Claw attacks (1d6+STR) on a pounce and is also usable in a Grapple.

Armor Spikes says they can deal extra damage in a Grapple (1d6 for large spiked armor).

My question is this: If my tiger grabs a target with it's Bite attack, on the next round does it deal Bite damage (1d8+6 piercing) To maintain the Grapple; And then Rake (2x 1d6+6 slashing) + Armor Spike Damage (1d6 piercing) on each "Damage Opponent Check"?

OR is it Bite Damage to maintain the grapple; And then I have to chose between using the Armor Spike Damage and using the Rake Damage?